Łukasz Jakowski 13,387 Posted September 19, 2024 game/_FAQ/Events_Outcomes.txt play_music=KOL_DC_01 # Play music file from audio/music/ # or mods/YourMod/audio/music/ # Don't put the extension of the file. The file format must be .ogg gold=125 gold_monthly_income=2.0 legacy=75 # Civ will receive 75 legacy points legacy_monthly=4.5 # Civ will get 4.5 monthly legacy player_set_civ=fra # Player will now play as France research=35 # Civ will get 35 research points advantage_points=3 # Civ will get 3 advantage points manpower=7500 # +7500 manpower inflation=8.2 # +8.2 inflation ai_aggression=100 # AI Aggression: +100 out of 1000 ai_aggression=-1000 # AI Aggression: -1000 out of 1000 ae_set=24.0 # Set civ's Aggressive Expansion to 24 move_capital=75 # Move Civ's capital to province ID: 75 declare_war=fra # Civ will decalre war on France declare_war2=ger=pol # Germany will declare war on Poland add_alliance=ger=hun # Civ with tag 'ger'(Germany) will make an alliance with civ with tag 'hun'(Hungary) add_non_aggression=fra=spa # Civ with tag 'fra'(France) will sign Non Aggression Pact with civ with tag 'spa'(Spain) add_military_access=rus=swe # Civ with tag 'rus'(Russia) will get Military Access to civ with tag 'swe'(Sweden) add_guarantee=fra=pol # Civ with tag 'fra'(France) will Guarantee Indpendence of civ with tag 'pol'(Poland) add_defensive_pact=ita=ger # Civ with tag 'ita'(Italy) will sign Defensive Pact with civ with tag 'ger'(Germany) add_truce=ita=ger # Civ with tag 'ita'(Italy) will sign a Truce with civ with tag 'ger'(Germany) change_ideology=4 # Civ will change ideology to id: 4 change_ideology_civ=2=fra # Civ 'fra' will change ideology to id: 2 change_religion=3 # Civ will change religion to id: 3 change_religion_civ=3=fra # Civ 'fra' will change religion to id: 3 # Annexation of provinces ID: 0, 1, 2, 3, 4: annex=0;1;2;3;4; # Annexation of provinces ID: 0, 1, 2, 3, 4, if are controled by "fra", fra is an example and it is the Civ TAG: annex_from_civ=fra=0;1;2;3;4; # ger(Germany) will annex provinces: 646, 652, 647 if are controled by "czsl" (Czechoslovakia) annex_by_civ_from_civ=ger=czsl=646;652;647; annex_by_civ_from_civ=CIVTAG=CIVTAG2=646;652;647; # Annexation of Civilization, fra is an example and it is the Civ TAG: annex_civ=fra # Civilization will be annexed by ger. ger is Civ TAG for Germany. annexed_by_civ=ger # A civilization with the tag "atr" will become a vassal/puppet of the civilization with the tag "ger". make_puppet=ger=atr set_civ_tag=pol # Set Civilization Tag to pol -> Poland # This will change the Civilization to Poland set_civ_tag=spa_n # Set Civilization Tag to spa_n -> Spain, Constitutional Monarchy # This will change the Civilization to Spain set_civ_tag=fra_r # Set Civilization Tag to fra_n -> France, Republic # This will change the Civilization to France set_civ_tag2=czsl=slo_z ## The civilization with the TAG 'czsl' (Czechoslovakia) will change to 'slo_z' (Slovakia). set_civ_tag2=fra=fra_f ## The civilization with the TAG 'fra' (France) will change to 'fra_f' (Vichy France). #### ## RUN EVENT run_event=the_austrian_question # The event with ID 'the_austrian_question' will run the next day. # Civilization will get a Random General add_general=true # Civilization will get a General: Zhukov from the game/characters/Zhukov.json if exists! add_general2=Zhukov # Civilization will get a General: Galileo from the game/characters/Galileo.json if exists! With 6 Attack, 4 Defense! add_general3=Galileo=6=4 # Civilization will get a General: Galileo from the game/characters/Galileo.json if exists! With random Attack(-1), 3 Defense! -1 to set random value add_general3=Galileo=-1=3 # Civilization will get Economic Advisor(1): Franklin from the game/characters/Franklin.json if exists! add_advisor2=1=Franklin # Civilization will get Military Advisor(3): Zhukov from the game/characters/Zhukov.json if exists! add_advisor2=3=Zhukov # 0 = Administrative Advisor # 1 = Economic Advisor # 2 = Innovation Advisor # 3 = Military Advisor Civilization will get Random Economic Advisor add_advisor=1 add_ruler=Lukasz=Jakowski=223=23=06=1992 # Civilization will get new Ruler: # Name: Lukasz, Surname: Jakowski # Image ID: 223, Will be loaded from: game/rulers/rulersImages/H/223.png for mod it will be: mods/YOUR_MOD_NAME/game/rulers/rulersImages/H/223.png # You can use text instead of an integer for the ruler image. For example, 'Zedong' -> it will load Zedong.png # Born Day: 23, Born Month: 6, Born Year: 1992 add_ruler=TheName=TheSurname=Zedong=23=06=1992 ###### # province_economy=15.4 ### A random Civilization province will receive 15.4 economy points. # province_economy_capital=15.4 ### A capital province will receive 15.4 economy points. # province_economy_capital_all=15.4 ### All provinces of Civilization will receive 15.4 economy points. # province_economy_id=332=15.4 ### Province with id 332 will receive 15.4 economy points. province_economy=15.4 province_economy_capital=27.2 province_economy_all=3.5 province_economy_id=11245=4.8 province_tax_efficiency=3.2 province_tax_efficiency_capital=4.7 province_tax_efficiency_all=2.5 province_tax_efficiency_id=725=3.0 province_manpower=1.2 province_manpower_capital=1.7 province_manpower_all=3.5 province_manpower_id=332=4.0 province_growth_rate=8.2 province_growth_rate_capital=6.2 province_growth_rate_all=7.25 province_growth_rate_id=725=3.0 province_population=5000 province_population_capital=12500 province_population_all=2500 province_religion=3 province_religion_capital=2 province_religion_all=3 province_religion_id=1000=4 province_devastation=27.5 province_devastation_capital=45.5 province_devastation_all=15 province_devastation_id=35=25.0 province_unrest=15.5 province_unrest_capital=35.5 province_unrest_all=25.0 province_unrest_id=2541=-25.0 province_infrastructure=2 province_infrastructure_capital=1 province_infrastructure_all=1 province_infrastructure_id=332=1 province_add_core_civ=332=pol # Province id 332 add core for Poland province_remove_core_civ=332=pol province_remove_core_civ=460=pol province_add_core_civ=672=pol add_new_army=0=1=3=2 # Add new army in capital province, # Unit ID: 0, Army ID: 1 # Unit ID: 3, Army ID: 2 add_new_army=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=0=0=0=0=0=0 # UnitID=ArmyID # =UnitID=ArmyID=UnitID=ArmyID=UnitID=ArmyID=UnitID=ArmyID=UnitID=ArmyID=UnitID=ArmyID=UnitID=ArmyID=UnitID=ArmyID ## NOTE SPECIAL # A civilization will get this variable, it can be used to create a chain of events. add_variable=capital_city_economic_development # You can use add_variable=XYz, for example, with an option button to track that this option was selected. # Every time a Civilization runs an event (makes a decision), the 'id' of the event is stored by default in the Civilization's database of variables. # The Civilization with the tag 'ger' (Germany) will receive this variable. add_variable2=ger=sudetenland_accepted ########################################### ######### CIV BONUSES FOR X YEARS ######### ## We can also set temporary bonuses for X years: bonus_duration=2 bonus_monthly_income=24.4 # Civilization will have +24.4 monthly income for 2 years. # List of all available, with simple examples: bonus_monthly_income=12.2 bonus_monthly_legacy=2.4 bonus_monthly_legacy_percentage=10.2 bonus_maximum_amount_of_gold=500 bonus_tax_efficiency=10.5 bonus_growth_rate=15 bonus_province_maintenance=-25 bonus_buildings_maintenance_cost=-10 bonus_maintenance_cost=2.2 bonus_production_efficiency=25 bonus_income_production=10 bonus_income_taxation=7.5 bonus_income_economy=10.5 bonus_corruption=10.0 bonus_inflation=5.0 bonus_research=10 bonus_research_points=4.5 bonus_max_manpower=10000 bonus_max_manpower_percentage=10.25 bonus_manpower_recovery_speed=25 bonus_reinforcement_speed=15 bonus_army_morale_recovery=25 bonus_army_maintenance=-25 bonus_recruitment_time=-15 bonus_recruit_army_cost=-20 bonus_recruit_army_first_line_cost=-15 bonus_recruit_army_second_line_cost=-25 bonus_generals_attack=2 bonus_generals_defense=1 bonus_units_attack=4 bonus_units_defense=3 bonus_regiments_limit=6 bonus_battle_width=4 bonus_discipline=7.5 bonus_siege_effectiveness=25.5 bonus_max_morale=20 bonus_army_movement_speed=30.4 bonus_manpower_recovery_from_disbanded_army=25 bonus_war_score_cost=-25 bonus_construction_cost=-10 bonus_administration_buildings_cost=-15 bonus_military_buildings_cost=-20 bonus_economy_buildings_cost=-25 bonus_construction_time=-25 bonus_invest_in_economy_cost=-13.75 bonus_increase_manpower_cost=-7.25 bonus_increase_tax_efficiency_cost=-15.4 bonus_develop_infrastructure_cost=-12.5 bonus_increase_growth_rate_cost=-7.25 bonus_diplomacy_points=25 bonus_improve_relations_modifier=15 bonus_income_from_vassals=25 bonus_aggressive_expansion=-25 bonus_core_cost=-25 bonus_religion_cost=-15 bonus_revolutionary_risk=25 bonus_loan_interest=-25 bonus_loans_limit=1 ## +1 Max loans bonus_all_characters_life_expectancy=5 bonus_advisor_cost=-20 bonus_advisors_max_level=2 bonus_general_cost=-15 bonus_disease_death_rate=75 ####### CIV BONUSES FOR X YEARS END ####### ########################################### join_alliance_special_id_first_tier=0 # Join Special Alliance with ID: 0, an alliance like the Holy Roman Empire (HRE). join_alliance_special_id_second_tier=1 # Join Special Alliance with ID: 0, an alliance like the Holy Roman Empire (HRE). leave_alliance_special_id=0 # Leave Special Alliance with ID: 0, an alliance like the Holy Roman Empire (HRE). ########## kill_ruler=true kill_ruler_chance=35 kill_advisor=1 # 0 = Administrative Advisor # 1 = Economic Advisor # 2 = Innovation Advisor # 3 = Military Advisor promote_advisor=2 # Promote advisor ID: 2 -> Innovation Advisor military_academy=1 # Change level of Military Academy: +1 military_academy=-2 # Change level of Military Academy: -2 military_academy_generals=3 # Change level of Military Academy for Generals: +3 capital_city_level=1 # Change level of Capital City Level: +1 supreme_court=2 # Change level of Supreme Court: +2 nuclear_reactor=1 # Change level of Nuclear Reactor: +1 ############ explode=ming # Ming will split into multiple civilizations based on the number of civilizations present within Ming's provinces that have cores and no provinces ############ ## Change price of resource random Resource price_change_random=15=16=12=36 ### Change price of random Resource, by: # 15% min + Random(16)%, price will be randomly decreased or increased # For 12 months + Random(36) Months -------------------- price_change_random=5=35=24=36 ## Change price of random Resource, by: # 5% min + Random(35)%, price will be randomly decreased or increased # For 24 months + Random(36) Months -------------------- price_change_random_up=6=24=21=0 ## Change price of random Resource, by: # 6% min + Random(24)%, price will be Increased! # For 21 months + Random(0) Months -------------------- price_change_random_down=40=25=12=4 ## Change price of random Resource, by: # 40% min + Random(25)%, price will be Decreased! # For 12 months + Random(4) Months ############ ## Change price of resource Resource ID price_change=0=10=15=12=24 ## Change price of ResourceID: 0 -> Grain, by: # 10% min + Random(15)%, price will be randomly decreased or increased # For 12 months + Random(24) Months ## ResourceID can be find in: game/resources/Resources.json ## ID: 0 will be Grain -------------------- price_change=9=20=12=96=12 ## Change price of ResourceID: 9 -> Cocoa, by: # 20% min + Random(12)%, price will be randomly decreased or increased # For 96 months + Random(12) Months ## ResourceID can be find in: game/resources/Resources.json ## ID: 9 will be Cocoa -------------------- price_change_up=0=20=40=18=24 ## Change price of ResourceID: 0 -> Grain, by: # 20% min + Random(40)%, price will be Increased! # For 18 months + Random(24) Months ## ResourceID can be find in: game/resources/Resources.json ## ID: 0 will be Grain -------------------- price_change_down=0=20=40=18=24 ## Change price of ResourceID: 0 -> Grain, by: # 20% min + Random(40)%, price will be Decreased! # For 18 months + Random(24) Months ## ResourceID can be find in: game/resources/Resources.json ## ID: 0 will be Grain -------------------- price_change_group=0=15=5=24=12 ## Change price of Resources with GroupID: 0 -> Food: # 15% min + Random(5)%, price will be randomly decreased or increased # For 24 months + Random(12) Months ## GroupID can be find in: game/resources/Resources.json price_change_group_up=3=15=5=24=12 ## Change price of Resources with GroupID: 3 -> Luxury: # 15% min + Random(5)%, price will be Increased! price_change_group_down=4=15=5=24=12 ## Change price of Resources with GroupID: 4 -> Production Resources:1 # 15% min + Random(5)%, price will be Decreased! Group ID: 0 -> Food 1 -> Commodities 2 -> Luxury Commodities 3 -> Luxury 4 -> Production Resources Abhyuday upadhyay, Matvey, Outlawexperience and 5 others 8 Quote Share this post Link to post Share on other sites More sharing options...
neverger84 86 Posted September 19, 2024 (edited) I request outcome with technology regression to selected TechID That would be useful for post-nuclear-war events 🥺 at most set_tech_id=22 # Change TechnologyID from any last one researched to TechID: 22 -------------------- tech_id_up=2 # Last researched TechID +2 tech_id_up=2=4 ## Change ID of last researched technology, by: # 2 min + Random(4), TechID will be Increased! -------------------- tech_id_down=6 # Last researched TechID -6 tech_id_down=5=2 ## Change ID of last researched technology, by: # 5 min + Random(2), TechID will be Decreased! -------------------- Add force-nuking provinces and change amounts of nukes of civ too 🥺 bonus_nuclear=15 # Add 15 nukes to civ bonus_nuclear=-11 # Grab 11 nukes from civ away -------------------- province_nuke_id=993=3=2 # Province with id 993 will be nuked 3 times minimum + random(2) nukes province_nuke_all_percent=45=1 # 45% of all provinces of Civilization will receive minimum 1 nuclear boom per province Edited September 19, 2024 by neverger84 🥺 🥺 🥺 bulbanoof, JurMax, Evis7 and 8 others 9 2 Quote Share this post Link to post Share on other sites More sharing options...
OwnM3Z0 1,102 Posted September 19, 2024 the best thing about this post is that we now know lukasz's birthday Quote Share this post Link to post Share on other sites More sharing options...
Marerjh 284 Posted September 19, 2024 (edited) I think what is missing here is a forced change of the active law. It will be great for chain of negative events, for example conservative uprisings. Please 🙂 Edited September 19, 2024 by Marerjh neverger84 and Solu 2 Quote Share this post Link to post Share on other sites More sharing options...
Marerjh 284 Posted September 19, 2024 20 minutes ago, OwnM3Z0 said: the best thing about this post is that we now know lukasz's birthday His forum account always contained his date of birth, no? Quote Share this post Link to post Share on other sites More sharing options...
OwnM3Z0 1,102 Posted September 19, 2024 2 minutes ago, Marerjh said: His forum account always contained his date of birth, no? no, lukasz wasn't born in 2018, thats when he created his account 💀 Solu 1 Quote Share this post Link to post Share on other sites More sharing options...
Marerjh 284 Posted September 19, 2024 16 minutes ago, OwnM3Z0 said: no, lukasz wasn't born in 2018, thats when he created his account 💀 Wayne23lololh 1 Quote Share this post Link to post Share on other sites More sharing options...
OwnM3Z0 1,102 Posted September 19, 2024 1 hour ago, Marerjh said: darn, didn't know that Quote Share this post Link to post Share on other sites More sharing options...
Iceman 295 Posted September 19, 2024 Some important outcomes from AoH2 are still missing: ■ Add core ■ Remove core ■ Liberate vassal ■ Leave alliance ■ Form civilization There are others, but I think these are the most important. kurdebalans, Solu, ADReM and 5 others 2 6 Quote Share this post Link to post Share on other sites More sharing options...
Outlawexperience 338 Posted September 19, 2024 30 minutes ago, Iceman said: Some important outcomes from AoH2 are still missing: ■ Add core ■ Remove core ■ Liberate vassal ■ Leave alliance ■ Form civilization There are others, but I think these are the most important. we need these lukasz! Quote Share this post Link to post Share on other sites More sharing options...
OwnM3Z0 1,102 Posted September 19, 2024 40 minutes ago, Iceman said: Some important outcomes from AoH2 are still missing: ■ Add core ■ Remove core ■ Liberate vassal ■ Leave alliance ■ Form civilization There are others, but I think these are the most important. YES WE NEED THOSE DESPERATELY, ALSO ADD A ''SWITCH CIVILIZATION'' EVENT OUTCOME Coen, Wayne23lololh and Outlawexperience 3 Quote Share this post Link to post Share on other sites More sharing options...
OwnM3Z0 1,102 Posted September 19, 2024 3 hours ago, neverger84 said: I request outcome with technology regression to selected TechID That would be useful for post-nuclear-war events 🥺 at most set_tech_id=22 # Change TechnologyID from any last one researched to TechID: 22 -------------------- tech_id_up=2 # Last researched TechID +2 tech_id_up=2=4 ## Change ID of last researched technology, by: # 2 min + Random(4), TechID will be Increased! -------------------- tech_id_down=6 # Last researched TechID -6 tech_id_down=5=2 ## Change ID of last researched technology, by: # 5 min + Random(2), TechID will be Decreased! -------------------- Add force-nuking provinces and change amounts of nukes of civ too 🥺 bonus_nuclear=15 # Add 15 nukes to civ bonus_nuclear=-11 # Grab 11 nukes from civ away -------------------- province_nuke_id=993=3=2 # Province with id 993 will be nuked 3 times minimum + random(2) nukes province_nuke_all_percent=45=1 # 45% of all provinces of Civilization will receive minimum 1 nuclear boom per province also add an event outcome that debuffs research speed for a certain condition (idk if it's there already) neverger84 and Marerjh 2 Quote Share this post Link to post Share on other sites More sharing options...
Das Moss Man 486 Posted September 19, 2024 Add houses pls Quote Share this post Link to post Share on other sites More sharing options...
OwnM3Z0 1,102 Posted September 19, 2024 2 minutes ago, Das Moss Man said: Add houses pls DAS MOSS MAN IS HOMELESS CONFIRMED?! Quote Share this post Link to post Share on other sites More sharing options...
Das Moss Man 486 Posted September 19, 2024 17 minutes ago, OwnM3Z0 said: DAS MOSS MAN IS HOMELESS CONFIRMED?! Yes housing market 😢 china peple, OwnM3Z0 and Wayne23lololh 3 Quote Share this post Link to post Share on other sites More sharing options...
Wielki_Czlek 54 Posted September 20, 2024 @Łukasz Jakowskiwill provinces big like Lower Poland Voideship or Bavaria broke the game? Or they'll be good? Quote Share this post Link to post Share on other sites More sharing options...
misterbombastic 21 Posted September 20, 2024 22 hours ago, Iceman said: Some important outcomes from AoH2 are still missing: ■ Add core ■ Remove core ■ Liberate vassal ■ Leave alliance ■ Form civilization There are others, but I think these are the most important. Form civ is basically change civ tag i think Quote Share this post Link to post Share on other sites More sharing options...
Iceman 295 Posted September 20, 2024 1 hour ago, misterbombastic said: Form civ is basically change civ tag i think set_civ_tag is to change the tag of a civilization that already exists (this outcome will be useful indeed, for example to rename civilizations, e.g. Rhodesia to Zimbabwe), while form civilization would create a new civilization from scratch. Quote Share this post Link to post Share on other sites More sharing options...
misterbombastic 21 Posted September 20, 2024 15 minutes ago, Iceman said: set_civ_tag is to change the tag of a civilization that already exists (this outcome will be useful indeed, for example to rename civilizations, e.g. Rhodesia to Zimbabwe), while form civilization would create a new civilization from scratch. In aoh2, form civ was not to create a civ from scratch, they were already existing in the files Quote Share this post Link to post Share on other sites More sharing options...
misterbombastic 21 Posted September 20, 2024 And where did u get the info that a civilization will be created from scratch? Like u need the flag, language and tag file in the game files first Quote Share this post Link to post Share on other sites More sharing options...
Iceman 295 Posted September 20, 2024 7 minutes ago, misterbombastic said: In aoh2, form civ was not to create a civ from scratch, they were already existing in the files Yes, by scratch I meant insert a new civilization (that exists in the game files) in the scenario during midgame, instead of changing the tag of a present civilization. Quote Share this post Link to post Share on other sites More sharing options...
Viktor1 3 Posted September 20, 2024 will it be possible to add the event of choosing a side in the civil war in Spain for example Quote Share this post Link to post Share on other sites More sharing options...
tombricks 13 Posted September 25, 2024 What about a set_civ_name effect which either takes in a string directly or takes in a text/localisation key and allows you to set the name of a civilisation. I very much enjoy renaming my countries manually when playing AoH2 and it would be fun to also have that through events without having to change the civilisation itself. Something like a set_civ_flag would also be very welcome! set_civ_name="French Empire" set_civ_name=FrenchEmpire neverger84 1 Quote Share this post Link to post Share on other sites More sharing options...
misterbombastic 21 Posted September 29, 2024 On 9/20/2024 at 9:36 PM, Iceman said: Yes, by scratch I meant insert a new civilization (that exists in the game files) in the scenario during midgame, instead of changing the tag of a present civilization. It isnt necessary that the civ already exists on the map, u can just change the tag of your civ to a tag existing in the files, which means, u are now the civ Quote Share this post Link to post Share on other sites More sharing options...
Iceman 295 Posted September 29, 2024 5 hours ago, misterbombastic said: It isnt necessary that the civ already exists on the map, u can just change the tag of your civ to a tag existing in the files, which means, u are now the civ Ok, but in some situations is really necessary to insert a new civ in the map, for example, when civilizations get divided: Sudan and South Sudan; West Germany and East Germany; North Vietnam and South Vietnam; North Korea and South Korea; etc. Wayne23lololh 1 Quote Share this post Link to post Share on other sites More sharing options...